medcatt

medcatt

Joined Member # 2454263
1 Posts 3 Replies 447 Reputation

Yep, it works now. Quite nice to have in the late game when the other bonuses aren't nescessary anymore. Although it doesn't help you much in the start to have more tiles. thanks vandenburg. A follow up question: I assume, that choosing PQ racial trait will only improve COLONIZED planets, not CONQUERED ones? <TABLE cellpadding=8 widt

30 Replies 17,707 Views

3) It makes your homeworld bigger, and it increases PQ on other planets - but not the number of tiles. Another ability pick of questionable value. I read in the dev note that v1.1 now also increases the number of tiles correspondingly... i haven't checked in the game though. can anybody verify this?

30 Replies 17,707 Views

There was some speculation that it had to do with the rate at which the AI designs new ships - that they aren't doing this often enough, and so aren't building ships with weapons. sez Mr Draginol, on yesterday's journal entry: <TD class="mb-

7 Replies 5,934 Views

the problem is... the hard points are off... If it's the mirroring hardpoints on the sides that you have in mind, one way of going around this is to install a symettrical extension (like the one that looks like a stick/mace thingie) to the center of the ship, flip it upside down so that its shape is now inside the ship and thus hidden from vie

9 Replies 5,581 Views

My strategy for a while has been to build loads of small ships with nothing but engines and gather them in one or more places while I updated my weapon and defense technologies, then design a new ship with the "latest and greatest" and upgrade some or all of them, as many as I needed, and this new design required ltitle or no space for engines. Of course, this tactic is be

16 Replies 11,106 Views

I tend to predominantly use tiny and med, and later on, large hulls... i.e. i skip over the small hull, simply for the reason that i was looking to crank out as many ships as i can, as i use those tiny ships for orbital defense, so i can forgo engines, sensors and life support and go straight for weaps & defs. med & large i use for offensive attacks, as they can fit in lots of engines and can still pack a powerful punch & good defense to boot. so far this play style works well for me.

10 Replies 7,180 Views

it helps to colonize planets with +10 PQ, these would give you some bonus to your approval as well, 10-15% iinm. one laborious idea is to keep balancing your populations across planets... build a colony/transport ship, and use it to shuttle population from the lowest approval planet to the highest approval one. granted, you might lose the pop growth bonus that comes above the 75% and 100% approval mark on the happiest planet... just an option to be considered if your lpwest ones start

7 Replies 2,822 Views

i started a new game, and after I hit the turn button for the first round, came a GNN breaking news, that the Drengin has built a Manufacturing Capital, w00t!

26 Replies 12,998 Views

The inability to see important information and do important things to ships that are in orbit or stacked is a problem I expected to see fixed in v1.1. I was playing as Thalan last night, am eyeing my Terran neighbor's juicy Earth which got all the capital buildings on it, + several good bonus tiles and one +700% precursor mine (w00t!)..

13 Replies 10,279 Views

The good thing about having ships in orbit is that they get a nice bonus to attack and defense. Isn't that only after you build a planetary defense building?

19 Replies 10,567 Views

Aahh... these TBS games does really satisfy the Obsessive Compulsive streak in me, the perfectionist inside who can't bear to see resources go to waste and will fine-tune every spending down to the single bc's or IPs... Which makes me wonder, how much time do other TBS players out there take before they complete each turn? Me, on average, I spend anywhere between 5 mins to 30 mins each turn, fiddling with sliders to optimize spending on indi

7 Replies 3,831 Views

i will trade my own tech unscrupulously if i found out that the AI is currently researching that tech and has 1 week left to complete it. Regardless if it's a diplomatic tech, or weapon tech, or whatever. My reasoning is, hey, the AI is gonna get the tech anyway in the next round by himself, so I might as well squeeze some bc's outta him in the process

8 Replies 7,458 Views

I wonder if it makes an interesting gameplay addition to have an economic victory as well? here's several ideas for what constitutes an "economic victory": 1) a simple straightforward "Amass xx gazillion of bc's in treasury", like tech victory. it is not as straightforward though, because treasury will fluctuate, whereas technological progress is always upgoing, or static at worst. 2) "establish trade routes with every

6 Replies 4,152 Views

it sez in the description that the secret police SP adds 20% onto the BASE morale of the planet... seeing the convoluted approval formula on galciv2 wiki, i wonder if a bonus to base morale is actually more powerful than normal morale buildings, e.g. it won't decrease as much when you increase tax, compared to if you just build a normal 20% morale on that planet. i dunno, can somebody verify this?

4 Replies 8,819 Views